Monday, June 20, 2022
On Setting
Monday, June 13, 2022
Central Thematic Metaphors
In the (next to) last post, I mentioned visual metaphors within component design. Strong metaphors in game design can bring a theme to life. Metaphors do not need to be visually expressed, but metaphors with a visual component add richness and verisimilitude to the gameplay experience.
I focus my early design process around a central thematic metaphor. Each design has only one central metaphor, but that metaphor develops and becomes more complex as the game develops. A central thematic metaphor is the non-negotiable part of a game design for me. I can change every last mechanism, but as long as they express the same core idea and feeling then I am still making the same game I set out to make. A central thematic metaphor is similar but distinct from the concept of designing for the intended experience. You can do both at once, however. 'Intended experience' is what we want our players to feel while playing. A central metaphor is a more cognitive expression of an idea that ties strongly to an object or activity. For example, my set collection, opera writing game (working title: Operetta) intends for players to feel the frustration and pressure of trying to get a song just right, with the focus on the emotions matching the theme. The central metaphor is gathering ideas to build a draft of a libretto. The metaphor focuses on the actions and components of gameplay and the intended experience focuses on emotions. I am more likely to change my intended experience than my central metaphor as the game develops, because, for me, the metaphor is where the game lives.
Central thematic metaphors are mechanically expressed. A strong metaphor permeates the design process and filters into the mechanics, even if the original metaphoric concept was more 'curb appeal'-based. In the example above, the verbs 'gather' and 'build' guide the types of mechanics I need in my game: card/resource collection and some sort of crafting/deployment. Negotiation or other high-interaction mechanisms would pull the experience away from what should be an individual endeavor—having and synthesizing ideas. Central metaphors are useful when determining how pieces move, rhythm of play, amount of player interaction, and complexity and difficulty of gameplay.
I contend it is easier to make a metaphor central to gameplay than an emotion. Action verbs and concrete objects (like a manuscript) are easier to generate ideas around. The emotion of an intended experience acts more as a guidepost as the game develops. I can check the latest version of my game against how I intend it to feel using playtester feedback. However, it is possible for me to make the game more in line with the intended experience while also making it less thematic. The central thematic metaphor helps keep the theme present as the game develops. If the game really needed changes that took it away from the theme, I would look at changing the theme in order to maintain a strong metaphor. I don't do this in my own designs, however. If I can't get mechanics to work with the metaphor I have, I generally shelve the design.
My interest in thematic metaphors is largely why my games' themes so far have followed my interests and hobbies. It's easier to ground your theme in a metaphor if you are pretty familiar with the theme already. Otherwise, research is your best friend. Research themes you might want to make a game about. Look for an aspect of the theme that suggests some element of gameplay. From there, distill out a central thematic metaphor and intended player experience. That's essentially a design vision, and if you write it down you have a design vision statement.
I know that's not how many, if not most, designers approach starting a design. But if you want to design a thematic game, I suggest giving central thematic metaphors a chance.
ShippBoard Games is a board game design blog that updates most Mondays.
Monday, June 6, 2022
On Rulebooks
Monday, May 30, 2022
Prototype UI
Early prototypes are supposed to be for hammering out the mechanics, and UI comes later, right? Not in my experience. I have never had a playtester of any design or gaming experience who could look wholly past UI to give feedback exclusively about mechanisms. On the other hand, I don't think you need to be a UI/UX professional in order to make a game prototype. But I do have some thoughts on how we can all address UI in prototypes the appropriate amount for games that will change every time they are played for at least a year. Obviously, this is a process. It takes time to integrate the necessary UI into prototypes. But it is important to be working toward a clear, usable prototype from the beginning of the process.
The most important step in increasing player usability is to reduce visual chaos in your prototype. Pretty much every other piece of advice I have goes back to this. Declutter the play space and integrate visual organization, so that players know where to look. Of course that is easier said than done, so let's look at some concrete ways of achieving that.
Streamline components. Yes, improving UI involves game design. It's surprising how much of the design process is changing rules to help players' experiences, as opposed to helping balance the mechanics. Streamlining components is not new advice, but it usually is presented as a cost reduction strategy. Here, the total number of components matters less than how they are laid out on the table. Fewer types of components, grouping like things together, and providing some sort of visual hierarchy are all strategies to reduce the visual chaos of a game. Potential cost reduction is just an added bonus.
Visual organization of the layout of the game is a difficult design task for those of us who are not professional graphic designers. Thematic organization is one way to make your game stand out and help players interface with the rules. How can we impose thematic organization on our designs? There are a couple ways of thinking about this problem. My approach is to start my designs by feeling out what shapes or items need to be represented visually in the game. What is the most important visual metaphor within the theme? Some visual metaphors in my designs have been elevation/topography, a bustling open air market, and a manuscript. As is the nature of metaphors, these concepts are boiled down to very simple component expressions. I am usually trying to evoke the feeling of the metaphor; I am not trying to design a simulation. However, these metaphors provide shape to my layout, thematic anchoring to my rules, and a guide to the hook of my game.
But if that's a little too much of a liberal arts approach to game design, here's a different way to approach thematic organization: eliminate as many rectangles as possible. Get away from the spreadsheet look as early as you can. Don't just change all the rectangles to circles, search for thematically appropriate shapes. If you can integrate affordances while you're at it, that's also a good idea. However, that treads on graphic design ground and I'm trying to keep this simple. Some rectangles will be unavoidable. Cards, boards, and dice don't need to be reinvented. Cubes, on the other hand, are usually easy to replace with tokens or standees. Layout within boards or cards is another excellent place to avoid rectangles. Even just a few objects with organic shapes gives the eye somewhere to rest that is not grid-like. Tie these shapes in with theme, but make sure that these elements facilitate gameplay rather than getting in the way.
Use icons as memory aids. A card should tell the player how it works. Too few icons can be as much of a problem as too many. Keywords are essentially alphanumeric icons. Use just as many as you need to make the rules as clear as possible. Player aids are important for reference, but icons should be easily identified as what they represent. Sometimes that means thematic icons; sometimes it means more typical board game action or component-style icons. Icons act as visual and strategic anchors for the player by telling them what information is important.
On the subject of player aids, try to reduce reading as much as possible. Player aids that are too long are almost more frustrating than not having a player aid. Again, too much information makes a game feel cluttered. Give players what they most need in as few words as possible. If the information is on the cards or on the board, you can leave it off the player aid. What I most need when playing a game is enough information to play a turn (usually in the form of turn order) and what my end goal is.
Add visual interest. One trick that I use to help break of the visual blah-ness of a prototype is through the use of flood fills. If I'm trying to not use too much ink, however, I stick to borders. Different colors on cards or areas of a board can help players pick out information faster than monochrome icons. We see color first. I also add in placeholder art fairly early in the process. Art can help convey the general atmosphere of a game to players. Bright cartoon art conveys a different message than dark, grotesque art. Visual interest is admittedly more important later in the process. But I want to know early on if I can make a game look interesting. Because visual interest sells games. And making interesting looking games is a skill that can be honed. Plus, flood fills and clip art don't take any more time to add to cards than icons do.
Sometimes, in order to get better quality feedback on playtests we have to develop the UI before we're done with the mechanics. Fortunately, spending time on UI is time well spent. In addition to removing distractions that keep players from engaging with the core of our games, we are able to develop the themes, hooks, and curb appeal of our designs.
ShippBoard Games is a board game design blog that updates most Mondays.
Monday, May 23, 2022
Self-centered Design
Monday, May 16, 2022
Exposition and Denouement
Monday, May 9, 2022
Inciting Incidents
One of the most common pieces of design advice is to start the game when the turns get interesting. This is similar to the narrative concept of starting a story in medias res—in the middle of the action. If a game should begin mechanically when things get interesting, it only follows that the theme should as well. A well-knitted theme should begin with the same intensity as the mechanics.
That doesn't mean that we can't have any exposition, however. The introductory paragraph in the rulebook gives us a chance to tell players what they are doing and why they are doing it. In general, rulebook lore is most effective when it gives context to gameplay. The entire history of your world is not only unnecessary but can be detrimental to the goal of giving players context for their actions. In other words, too much lore is as bad, or worse, than no lore.
There are many ways of incorporating lore in rulebooks that will enhance player experiences, but I want to (again) focus on the introductory paragraph. Specifically, I want to look at one method for introductory paragraphs that meshes well with the game design advice described above: using inciting incidents. If we want games to start with rising action, one way to jump directly into the action on turn one is to have an inciting incident described in the rulebook. (Another way is to have the inciting incident occur during setup.)
An inciting incident is the event at the beginning of a story that sets the main characters on the path that becomes the rest of the story. What caused the player characters to act in this way? Why are they in opposition (or cooperation) with the other characters? Ideally, you can also use the inciting incident to explain why the main characters want what they want.
This is an especially good way to use snippets of fiction. Instead of an unconnected short story, an inciting incident scene at the beginning of the rulebook can propel players into the action of the game. The main caveat here is that the inciting incident should be about the characters that are in the game, not other characters in your lore and the incident should lead directly into the action of the game. The players won't be propelled into the action of the game if the lore does not directly apply to them and what they're doing.
Inciting incidents are not the main action of the game, merely what sparks the action. As such, you really shouldn't need more that a couple paragraphs at most to set up the action of the game. Best case scenario, the player that reads the rulebook internalizes the reason for the action of the game and the motivation of the characters and relays all of that to the other players. In order for players to internalize the why of the action, the lore needs to be brief and to the point. Much in the same way that the theme provides logic for the mechanics, the introductory lore of the game should set up the logic of the theme.
A pretty good example is So, You've Been Eaten. The title itself serves as exposition, providing the setting and tone of the game. The lore is styled as training propaganda for the employee character who mines the worms. This tells us who we are and why we are doing the actions in the game. The main thing we don't learn is why we would have signed up for this job to begin with.
Inciting incidents can help us frame the narrative by showing what sparked the events of a game. By placing inciting incidents in the rulebook (or setup), we free up our games to start at the point when the action really gets going. Focusing introductory rulebook lore on inciting incidents keeps the lore focused on the action and motivation of the player characters.
ShippBoard Games is a board game design blog that updates most Mondays.